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NWN SCRIPTS

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Title  'True' Gold Carrying System
Author  Clarion de Laffalot
Submitted / Updated  06-14-2004 / 11-22-2006
Category  Inventory Item
Expansions  HOTU-1.62
Format  Module and Code
Type  Type - Manipulation
Includes  BioWare Standard
Description
This tiny script set is meant to correct something that I think as one of the NWN�s great failures for roleplaying modules - the �credit card� cash system that allows one to carry thousands and thousands of gold rings with no effort. The script converts all the player�s gold into little sacks with 50 gp each, and these sacks actually spend inventory spaces and weigh. Moreover, it allows builder to create valuable items that can be carried instead of gold rings (gems, antiquities, etc)
Esse mini-conjunto de scripts tenta corrigir o que eu acho uma das grandes falhas do NWN - o sistema �cart�o de cr�dito� de carregar dinheiro, que deixa qualquer um carregar milhares e milhares de moedas de ouro sem fazer for�a. O script converte todo o ouro do personagem em saquinhos de 50 moedas - saquinhos que efetivamente pesam e ocupam lugar no espa�o. Al�m disso, permite ao builder criar objetos valiosos que podem ser carregados no lugar das moedas.

Files

NameTypeSizeDownloads
CdLMoedas.rarCdLMoedas.rar
Submitted: 06-14-2004 / Last Updated: 06-18-2004
rar15.17Kb682
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Comments (12):

Posted by nokiaman at 2004-06-27 06:57:28    Voted 10.00 on 06/27/04
Nice!

Posted by Clarion at 2004-06-22 07:36:00    
Hello there Calmyron!

You may create purses with more gold and also these 'bank notes' the same way used to create the 'relics' (It's in the readme =p)

Cheers!

'Some words are sharper than swords'

Posted by Calmyron at 2004-06-19 21:30:00    
I have a question. Is it possible to 'purchase' a coin purse that holds up to 50 gold? Instead of just swapping it would be nice to have to actually have a container that will hold so much gold. It would also be nice to have purses that hold more. Another neat trick might be notes. Similar to a bank note, which you get a note for x number of gold that can be redeemed by vendors. You would still need to be able to hold the change from a sale.

I'm probably asking for way to much and something far to complicated, but it never hurts to ask. ;-)

Posted by Calmyron at 2004-06-19 21:30:00    
I have a question. Is it possible to 'purchase' a coin purse that holds up to 50 gold? Instead of just swapping it would be nice to have to actually have a container that will hold so much gold. It would also be nice to have purses that hold more. Another neat trick might be notes. Similar to a bank note, which you get a note for x number of gold that can be redeemed by vendors. You would still need to be able to hold the change from a sale.

I'm probably asking for way to much and something far to complicated, but it never hurts to ask. ;-)

Posted by Clarion at 2004-06-18 19:33:00    
Updated, the tutorial is inside the download =)'Some words are sharper than swords'

Posted by Clarion at 2004-06-18 07:13:00    
Good, BDH_Falcon, I'm gonna type a small tutorial on how to do that, and add it to the download file very soon ^^'Some words are sharper than swords'

Posted by BDH_Falcon at 2004-06-18 01:39:00    
just to clarify, my other post didn't ask you to change the scipt, but can you post how to make those changes by myself?

Posted by BDH_Falcon at 2004-06-18 01:38:00    
50 GP might be nice for some worlds, but will it be possible to change the amount they hold for someone with little to no scripting experience? For example make the bags hold 500 GP or 1000 GP in high power worlds, and then also change the weight of course since there is more in it and 1000 GP weihgs more than 50 GP

Posted by Khauna ( 200.215.xxx.xxx ) at 2004-06-17 14:11:00    
Love it :)

more one system that turns to our module :D

Posted by Clarion at 2004-06-17 12:32:00    
Hi there!

Wow! Fast you are hehehe! First of all, credits to de deservers, I actually got the idea from the DOA's Gold Encumberance System, thanks for reminding the name, I had lost the link ^^

Well, in answer to your questions, here are the differences:
(*) First, the sacks hold 50, and not 500 gp each. This I believe more suitable for a lower-power world.
(*) The gold is actually taken from you and converted into the sacks, so it dispenses periodical checks, what takes less
(*) It includes a "relic" system, where you can create precious gems, antiquities and other valious stuff to be carried instead of gold.
(*) The gold sacks may me freely dropped/bartered
(*) I -think- the code will be lighter than DOA's, can't say for sure because I didn't download it =p

Plus, in answer to "Hmmmm", it does not depend on merchants' prices, since the sacks are not sold in merchants, but converted to gold on activation ;)'Some words are sharper than swords'

Posted by Hmmmm ( 207.195.xxx.xxx ) at 2004-06-17 11:02:00    
From what I can see DOA adds a no drop item to inventory that weighs a certain amount to represent the space gold is taking up.

This system would appear to place a similar item in inventory withthe exception that the item itself is worth 50 gold (and it takes 50 gold from you).

the main drawback I see to this system (I have not opened it yet but will when I get home) is that it relies on merchants paying the same amount for an item.

If you had a merchant that say buys @ 120% and sells at 180% then you would get more than 50 gold for your 50 gold.

This is a simple solution to the problem though. I might mess with this a bit and see if I can't get the prices to be stable. i doubt it, but it might be worth a try. If you have stable merchant buy prices then this of course would no t be an issue.

Posted by Anonymous ( 68.74.xxx.xxx ) at 2004-06-17 10:48:00    
How exactly does this differ from DOA's Gold Encumberance System?


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